/Engine/Plugins/NetcodeUnitTest/NetcodeUnitTest/Source/NetcodeUnitTest/Classes/MinimalClient.h
Base class for implementing a barebones/stripped-down game client, capable of connecting to a regular game server, but stripped/locked-down so that the absolute minimum of client/server netcode functionality is executed, for connecting the client.
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMinimalClient : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [FNetworkNotify](API\Runtime\Engine\Engine\FNetworkNotify), public [FProtMinClientParms](API\Plugins\NetcodeUnitTest\FProtMinClientParms), public [FProtMinClientHooks](API\Plugins\NetcodeUnitTest\FProtMinClientHooks), public [FUnitLogRedirect](API\Plugins\NetcodeUnitTest\FUnitLogRedirect)
bool
bConnected
Runtime variables Whether or not the minimal client is connected
bool
bSentBunch
Whether or not a bunch was successfully sent
TArray< int32 >
PendingNetActorChans
If notifying of net actor creation, this keeps track of new actor channel indexes pending notification
TObjectPtr<UNe...
UnitConn
Stores a reference to the server connection
TObjectPtr<UNe...
UnitNetDriver
Stores a reference to the created unit test net driver, for execution and later cleanup
TObjectPtr<UWo...
UnitWorld
Stores a reference to the created empty world, for execution and later cleanup